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EntityManager.cpp
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#include "EntityManager.h"
#include "Flippers.h"
#include "Ball.h"
#include "Application.h"
#include "ModuleTextures.h"
#include "ModuleScene.h"
#include "Defs.h"
#include "Globals.h"
EntityManager::EntityManager(Application* app, bool start_enabled) : Module(app, start_enabled)
{
}
// Destructor
EntityManager::~EntityManager()
{}
// Called before render is available
//bool EntityManager::Awake(pugi::xml_node& config)
//{
// LOG("Loading Entity Manager");
// bool ret = true;
//
// //Iterates over the entities and calls the Awake
// ListItem<Entity*>* item;
// Entity* pEntity = NULL;
//
// for (item = entities.start; item != NULL && ret == true; item = item->next)
// {
// pEntity = item->data;
//
// if (pEntity->active == false) continue;
// ret = item->data->Awake();
// }
//
// return ret;
//
//}
bool EntityManager::Start() {
LOG("Entity_Manager");
bool ret = true;
//Iterates over the entities and calls Start
p2List_item<Entity*>* item;
Entity* pEntity = NULL;
for (item = entities.start; item != NULL && ret == true; item = item->next)
{
pEntity = item->data;
if (pEntity->active == false) continue;
ret = item->data->Start();
}
return ret;
}
// Called before quitting
bool EntityManager::CleanUp()
{
bool ret = true;
p2List_item<Entity*>* item;
item = entities.end;
while (item != NULL && ret == true)
{
ret = item->data->CleanUp();
item = item->prev;
}
entities.clear();
return ret;
}
Entity* EntityManager::CreateEntity(EntityType type)
{
Entity* entity = nullptr;
//L02: DONE 2: Instantiate entity according to the type and add the new entoty it to the list of Entities
switch (type)
{
case EntityType::FLIPPERS:
entity = new Flippers(App);
break;
case EntityType::BALL:
entity = new Ball(App);
break;
default: break;
}
// Created entities are added to the list
AddEntity(entity);
return entity;
}
void EntityManager::DestroyEntity(Entity* entity)
{
p2List_item<Entity*>* item;
for (item = entities.start; item != NULL; item = item->next)
{
if (item->data == entity) entities.del(item);
}
}
void EntityManager::AddEntity(Entity* entity)
{
if ( entity != nullptr) entities.add(entity);
}
update_status EntityManager::Update()
{
bool ret = true;
p2List_item<Entity*>* item;
Entity* pEntity = NULL;
for (item = entities.start; item != NULL && ret == true; item = item->next)
{
pEntity = item->data;
if (pEntity->active == false) continue;
ret = item->data->Update();
}
return ret ? UPDATE_CONTINUE : UPDATE_ERROR;
}
update_status EntityManager::PostUpdate()
{
bool ret = true;
p2List_item<Entity*>* item;
Entity* pEntity = NULL;
for (item = entities.start; item != NULL && ret == true; item = item->next)
{
pEntity = item->data;
if (pEntity->active == false) continue;
ret = item->data->PostUpdate();
}
return ret ? UPDATE_CONTINUE : UPDATE_ERROR;
}